Legend of Grimrock

Legend of Grimrock

883 ratings
The Mine of Malan Vael
File Size
75.816 MB
Dec 31, 2012 @ 3:47am
May 15, 2013 @ 3:38am
1 Change Note ( view )

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The Mine of Malan Vael

== The Mine of Malan Vael ==

Explore the mine of Malan Vael and unravel its sinister secret.

The Mine of Malan Vael is a complete Grimrock mod featuring a new tileset made from scratch.

ATTENTION: If you've started a game using v1.3 of the mod, then updated to 1.4 and didn't solve the 'serve the dinner' puzzle yet you have to start over. I'm sorry for that, but for technical reasons it's not possible to solve the puzzle anymore with that 'version mix'. Since it's less than 10% of the dungeon it shouldn't be much of a problem though I hope.

= Installation =

Put the .dat file into your dungeons folder (My Documents\Almost Human\Legend of Grimrock\Dungeons). Start the game and click on 'Custom Dungeon', then select 'The Mine of Malan Vael'.

= Gameplay Information =

This mod is complete and was extensively tested. Of course I can't promise it's 100% bug free, but it should be close (apart from some minor 'known issues', see below). There are 5 levels to explore and the average play time should be somewhere between 3 and 4 hours.

The overall combat difficulty of this mod is quite high and the good, old 'hit and strafe' tactic will often not work. If you thought the original game was challenging you may want to play this on easy difficulty on your first playthrough. I don't recommend playing on hard difficulty on your first playthrough at all. Some important things to keep in mind while playing:

1. Secret areas are important, if you miss too many and play on normal or hard difficulty it will be very hard to survive.

2. Food is not overabundant like in the original game. Don't eat when you don't have to (eg eating a large food item to bring a character from 75% to 100% food level is not a good idea) and don't sleep when you don't have to (if just one character is seriously hurt it may be a good idea to simply use a health potion instead).

3. You will often get ambushed, so don't walk into an unexplored area without preparation. Make sure your characters are on (almost) full health and energy, get healing potions and bombs ready for use. Running away IS an option.

4. Last but not least, save often. I tried to place healing crystals in places where they make sense and help, but you can't have a healing crystal everywhere.

= Known bugs and issues =

- Ballista string doesn't move. This is because I couldn't export the weight painted model correctly. As soon as a stable, fully functional export is possible I will fix this.

- iron doors opened don't show up on the statistics screen. This is a bug with the editor, iron doors aren't counted in custom dungeons

= Credits =

Akroma222 for writing the Intro text and correcting/improving the notes I've written (and for beta testing)

John Wordsworth for the Grimrock Model Toolkit and beta testing

Xanathar for the Animation Editor

Kuningas for the Molt and Cultist creatures

Wallasaurus for the 3ds max export script

Ixnatifual for the tome descriptions

The Grimrock modding community for helping whenever I had a scripting question (you know who you are...I hope)

Almost Human for making an awesome game

I'm sorry that not all of you appear in the in-game credits (namely Kuningas, Wallasaurus and Ixnatiful), but it was a bit complicated to set up and it would have taken too much time to add more names. It's just a joke anyway, simply consider yourself part of the 'Grimrock community'. :P

= Changelog =


- fixed bug (caused by an engine update) that would mess up the position of the emergency vent light in the contaminated area
- added a tiny bit more food (4 food items in total) and another sack
- put a snail slice in front of the not-so-secret button that opens the 'food chamber' close the 'serve the dinner' puzzle so it should be impossible to miss
- fixed bug where the level 5 axe was 'Norja' from the original game and not my custom 'Great Axe' entry with adjusted stats
- 'Serve the dinner' puzzle was adjusted so it's more obvious what to do, you only need 2 food items instead of 4 and it looks better now (no more stacking food on the same spot)


- fixed minor bug with pickaxe, in the inventory it would show a required axe skill of 0 (which is pointless)
- short bow now has a required missile weapons skill of 5 (instead of no requirement)
- fixed bug where you could shoot projectiles through the destructible wall in the boss room before destroying it
- made the 'from midnight to noon' puzzle easier by adding a hint
- made the 'pitfall' puzzle a bit easier by slightly increasing the time the trapdoors stay closed
- added a note in front of the gate in the chasm area on level 2 to make 100% sure the player notices the two pressure plates
- fixed bug where ogre couldn't reach a spot
- reduced number of steps in step sequence puzzle on level 4 from 25 to 19
- slightly improved visuals for step sequence puzzle on level 4
- placed ballista arrow in front of the ballista so you can't miss it anymore
- fixed 'known issue' where looping sound effects from level 4 could be heard on level 5 as well unless you reload (thanks to Batty for finding a better approach)


- fixed two typos
- ogre is now scripted to walk on the correct path, he will follow the player no matter what and not get confused due to AI behavior
- fixed a bug that made the game crash when you hastily clicked multiple times on the trigger of the ballista when shooting
- fixed bug that prevented you from placing items in front of alcoves that are facing east or west


- greatly reduced file size by removing unnecessary files from the dat file
- doors of first pressure plate puzzle will now stay open forever after the puzzle was solved, no matter what you do
- second secret room was moved, it's easier to find now (both the button and the room) and the snail will respawn more reliably in case you run out of food for the 'serve the dinner' puzzle
- Malik now explicitly mentions the use of frost bombs in the note that lies in front of the ogre room on level 3
- made the 'four times four' puzzle on level 4 easier by filling one alcove with appropriate items
- put another safety check into the ballista script to prevent any odd crashing issues

= Terms of Use =

The mine tileset is a modders resource. I only ask for three things if you want to mod with it:

1. Give credits.

2. Don't upload the source files package or the mod itself to other sites without permission.

3. Use the assets only in Grimrock mods and don't try to sell them.
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The Good Bear Jun 23 @ 3:06am 
Excellent quest on every aspects: puzzles, fights, difficulty (challenging at normal level), immersion, graphics.
Thank you very much for creating and sharing those 6 hours of pleasure (I like to take my time when playing).
Peter Jun 7 @ 5:50pm 
The map is good, but the way you handle monsters is dickish. I mean for eksample, trapping me between 2 mushrooms monsters that attack with poison clouds? Fuck you.
Golman_z_Pralni May 4 @ 9:29am 
Simply awesome. Most fights were even better planned and more satisfying than in vanilla. Great puzzles ;)
Proud Vegan Gamer May 4 @ 7:55am 
Great map lad, loved the puzzles and all the challenges. Top job.
_-=Liolik=-_ Mar 26 @ 7:51pm 
Ultimate awesome mod!!!
Waaghboss Nov 22, 2016 @ 8:20pm 
Nice to see that you still comment on player feedback so long after release. :)

To be honest, on the very first floor against the first couple of skeletons I was already kinda pissed because I couldn't 2x2 dance them comfortably but the longer I played I appreciated the level design. You placed tables, mine carts and obstacles in larger rooms that 2x2 spaces were denied most of the time, but the rooms still felt organic. Eventually I liked the "kiting" around obstacles or down a long corridor until I was able to finish them off.

Another complaint about Grimrock in general (at least to me) is that the elements don't counter each other. Fireballs don't harm fire-enemies. Frost bolts dont harm Ice lizards. Ok I get it. Makes perfect sense. But I would have pretty much liked it if fireballs did extra damage against ice lizards and frost bolts extra damage against fire enemies. But sadly they don't.
Overmind77 Nov 22, 2016 @ 12:07pm 
It's a very good mod indeed. I must say I don't dislike the "2x2" dance, since it respects the combat system of good old games like Eye of the Beholder I grew up with. It's a system that makes the game easier, but leaves the flavour of old crawling games. Good thing they made a game like this and people makes good mod like this one! Hope you can make for LoG2!
phittte  [author] Nov 22, 2016 @ 11:28am 
Glad you liked the mod! I tried to make the 'ambush spawning' as subtle as possible (and most (all? can't remember) of the ambush enemies do actually spawn behind secret doors that open, but that's probably too hard to notice), but I guess I overdid it in some places.

The combat system is by far the biggest flaw of Grimrock 1 in my opinion since you can just do the '2x2' dance to defeat any enemy you want as long as you see them from far away already. It's just boring and repetitive most of the time. I tried to remedy that by putting some more pressure on the player. It's not an ideal solution and probably just as bad as the boring combat of the original game in some places.

Too bad I don't have the time to make a mod for Grimrock 2 (where combat isn't nearly as bad). And no one uses the Asian tileset I made before I quit. Sniff.
Waaghboss Nov 22, 2016 @ 6:25am 
I just finished the mod and I must say I'm very impressed by it. I played many other Grimrock mods before Malan Vael and this is easily the best one with well thought out dungeon design and original puzzles. The high rating is very much deserved.

The only thing I can complain about is that in some places the game spawns enemies into your back. I don't mean that there is a hidden wall that lifts with enemies behind it (I'm fine with that) - I mean literally spawning enemies on tiles behind the player. I found it to be a cheap way to raise the difficulty.

On the other hand I had a fire mage in my party who was 50% useless endgame but that's the price you pay when you go the safe party setup. ^_^
Overmind77 Aug 24, 2016 @ 11:59am 
Just finished it and it's worth all the way through. Very nice mod with new tileset and very good puzzles too. Pity it's too short for my adventure taste! I must say the ending is well done and made. No spoilers, but wonderful!
A must try if you like the game and a little different challenge from the original.
Good work!